- Jan 21, 2007
- 4,872
- 6,137
The other day I came up with a workout game that can be used on all events. Each basic or routine skill is worth a certain number of points (which you only get for clean execution), and each upgrade skill costs a certain number of points. Basic skills also have bonuses for specific performance criteria. So for example, on level 4 beam I had something like this:
BASIC/ROUTINE:
Handstand: 1 pt
+2 if held for 2 seconds
+2 if split clearly shown on top before stepping down
Cartwheel: 1 pt
+2 for no wobbles
(etc)
UPGRADES (these refer to progressions; the specific drill or step in the progression depends on the athlete):
Back walkover: -3 pts
Back handspring: -4 pts
(etc) It was extremely effective at getting the kids excited about both their skills and their upgrades, but it was also extremely chaotic, and I always had 8 kids or more trying to show me a skill at any given time.
So let's brainstorm. How can this game be refined? How can it be made less chaotic and more structured, while retaining 1) The athlete's ability to choose which skill to focus on, and 2) The gamification that makes it exciting for them?
BASIC/ROUTINE:
Handstand: 1 pt
+2 if held for 2 seconds
+2 if split clearly shown on top before stepping down
Cartwheel: 1 pt
+2 for no wobbles
(etc)
UPGRADES (these refer to progressions; the specific drill or step in the progression depends on the athlete):
Back walkover: -3 pts
Back handspring: -4 pts
(etc) It was extremely effective at getting the kids excited about both their skills and their upgrades, but it was also extremely chaotic, and I always had 8 kids or more trying to show me a skill at any given time.
So let's brainstorm. How can this game be refined? How can it be made less chaotic and more structured, while retaining 1) The athlete's ability to choose which skill to focus on, and 2) The gamification that makes it exciting for them?